CN111888770A - Multi-player game matching method and device and server - Google Patents

Multi-player game matching method and device and server Download PDF

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Publication number
CN111888770A
CN111888770A CN202010815727.0A CN202010815727A CN111888770A CN 111888770 A CN111888770 A CN 111888770A CN 202010815727 A CN202010815727 A CN 202010815727A CN 111888770 A CN111888770 A CN 111888770A
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player
type
game
players
target
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胡佳胜
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list

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  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention provides a matching method, a device and a server of a multiplayer game. Wherein, the method comprises the following steps: in response to a match request from a first type of player, determining a target player from a second type of player; and placing the virtual character of the first type player and the virtual character of the target player in the same game space to play the game. The server records the incidence relation between the first type player and the second type player in the game, responds to the matching request of the first type player to determine a target player from the second type player, and places the virtual characters of the first type player and the target player in the same game space to play the game. If the first class player and the second class player are the special player and the fan respectively, the method can ensure that the virtual characters of the special player and the fan are in the same game space, the matching success rate of the special player and the fan is increased, in addition, the network speed of the fan player does not influence the result of game matching, and the game experience degree of the fan player and the special player can be improved.

Description

Multi-player game matching method and device and server
Technical Field
The invention relates to the technical field of game matching, in particular to a matching method, a device and a server for a multiplayer game.
Background
In the game, players can apply for formation of teams, and game matching is carried out in the form of teams, for example: the player can invite the friends to form a team, and the team is matched with the friend team. Wherein, if the player is a special player with a plurality of fans, such as a main player or an up-master (uploader), the special player can play games together with the fans in the following way: the special player can establish a team in the game and inform fans of the entry password of the team, and the fans join the team by inputting the correct password and play the game. However, the method has higher requirements on the network speed of the fan, and if the network speed of one fan is lower, the fan can hardly enter the team to play together with a special player, so that the game experience of the fan is reduced.
In addition, the special player can be matched with the fan in the game at the same time, and the special player and the fan can be matched in the same game hopefully, however, the success rate of the method for matching the special player and the fan to the same game is not high, and the game experience of the special player and the fan can be reduced due to the low matching success rate.
Disclosure of Invention
In view of this, the present invention provides a method, an apparatus, and a server for matching a multiplayer game, so as to increase the success rate of matching between a special player and a fan and improve the game experience of the special player and the fan.
In a first aspect, an embodiment of the present invention provides a method for matching a multiplayer game, where player association information of a game is recorded by a server, where the player association information includes an association relationship between a first type of player and a second type of player in the game; wherein, the first class player and the second class player are players with incidence relation; the method comprises the following steps: in response to a match request from a first type of player, determining a target player from a second type of player; and placing the virtual character of the first type player and the virtual character of the target player in the same game space to play the game.
In a preferred embodiment of the present invention, the step of determining the target player from the second class of players includes: acquiring a threshold of the number of people; wherein the threshold number of people represents a number of virtual characters held by the game space in addition to the virtual characters of the first class of players; if the number of the second type of players is smaller than or equal to the number threshold, taking the second type of players as target players; and if the number of the second type of players is larger than the number threshold, selecting the second type of players with the number threshold as target players.
In a preferred embodiment of the present invention, after the step of regarding the second type of player as the target player if the number of the second type of players is less than or equal to the number threshold, the method further includes: selecting a third class of players with the target number as target players; the target number is the difference value between the human number threshold value and the number of the second type of players, and the third type of players are players which do not have an association relationship with the first type of players.
In a preferred embodiment of the present invention, the step of selecting the second class of players with the threshold number of players as the target players includes: determining the matching priority of the second type of player; and selecting a second type of players with the number of the second type of players as target players from the high to the low matching priority.
In a preferred embodiment of the present invention, the method further includes: determining the target times of the second type of player playing games with the first type of player within a preset time range; and if the target times are larger than the preset times threshold, reducing the matching priority of the second type of player.
In a preferred embodiment of the present invention, the method further includes: and if the second type of player pays out the virtual resources during matching, improving the amplitude corresponding to the matching priority virtual resources of the second type of player.
In a preferred embodiment of the present invention, the step of placing the virtual character of the first type player and the virtual character of the target player in the same game space to play the game includes: placing the virtual character of the first type player and the virtual character of the target player in the same game space; and if the virtual characters in the game space reach a preset second people number threshold value, creating a game for the virtual characters in the game space.
In a preferred embodiment of the present invention, before the step of responding to the matching request of the first type player, the method further comprises: and recording the association relationship between the first type of player and the second type of player.
In a preferred embodiment of the present invention, the step of recording the association relationship between the first type player and the second type player includes: receiving keywords sent by a first player, and searching a second player with the virtual character name containing the keywords; the first player and the second player are recorded as a first type player and a second type player having an association relationship.
In a preferred embodiment of the present invention, the step of recording the association relationship between the first type player and the second type player includes: acquiring identifications carried by virtual characters of a third player and a fourth player; if there is an association between the identifications, the third player and the fourth player are recorded as a first type player and a second type player having an association.
In a preferred embodiment of the present invention, the step of recording the association relationship between the first type player and the second type player includes: acquiring an address of a fifth player for downloading a game or a game code sent by the fifth player; if the address or game code is provided by the sixth player, the fifth player and the sixth player are recorded as the first type player and the second type player having an association relationship.
In a preferred embodiment of the present invention, after the step of responding to the matching request of the first type player, the method further comprises: and sending prompt information for indicating that the first type player is matching to the terminal of the second type player.
In a preferred embodiment of the present invention, the method further includes: in response to a match request by a second type of player, a second type of player associated with the same first type of player is placed in the same game space.
In a second aspect, an embodiment of the present invention further provides a matching apparatus for a multiplayer game, where player association information of the game is recorded by a server, where the player association information includes an association relationship between a first type of player and a second type of player in the game; wherein, the first class player and the second class player are players with incidence relation; the device comprises: a target player determination module for determining a target player from the second class of players in response to the match request from the first class of players; and the game space game module is used for placing the virtual character of the first type of player and the virtual character of the target player in the same game space to play a game.
In a third aspect, an embodiment of the present invention further provides a server, including a processor and a memory, where the memory stores computer-executable instructions capable of being executed by the processor, and the processor executes the computer-executable instructions to implement the steps of the matching method for a multiplayer game described above.
In a fourth aspect, embodiments of the present invention also provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the steps of the above-described matching method for a multiplayer game.
The embodiment of the invention has the following beneficial effects:
according to the matching method, the device and the server for the multiplayer game, the incidence relation between the first class player and the second class player in the game is recorded through the server, the target player is determined from the second class player in response to the matching request of the first class player, and the virtual characters of the first class player and the virtual characters of the target player are placed in the same game space to play the game. If the first class player and the second class player are the special player and the fan respectively, the method can ensure that the virtual characters of the special player and the fan are in the same game space, the matching success rate of the special player and the fan is increased, in addition, the network speed of the fan player does not influence the result of game matching, and the game experience degree of the fan player and the special player can be improved.
Additional features and advantages of the disclosure will be set forth in the description which follows, or in part may be learned by the practice of the above-described techniques of the disclosure, or may be learned by practice of the disclosure.
In order to make the aforementioned objects, features and advantages of the present disclosure more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and other drawings can be obtained by those skilled in the art without creative efforts.
FIG. 1 is a flow chart of a method for matching a multiplayer game according to an embodiment of the present invention;
FIG. 2 is a flow chart of another multi-player game matching method according to an embodiment of the present invention;
FIG. 3 is a flow chart of another method for matching a multiplayer game according to an embodiment of the present invention;
FIG. 4 is a schematic structural diagram of a matching device for a multiplayer game according to an embodiment of the present invention;
FIG. 5 is a schematic structural diagram of another matching device for a multiplayer game according to an embodiment of the present invention;
FIG. 6 is a schematic structural diagram of a matching device for a multiplayer game according to an embodiment of the present invention;
fig. 7 is a schematic structural diagram of a server according to an embodiment of the present invention.
Detailed Description
To make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some, but not all embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
At present, methods for playing games by special players and fans thereof are few, the matching success rate of the special players and the fans is low in the methods, and the game experience of the special players and the fans is poor. Based on this, the matching method, device and server for the multiplayer game provided by the embodiment of the invention can be applied to electronic equipment such as a server, a computer, a mobile phone and a tablet personal computer which can realize human-computer interaction, and is particularly suitable for a game matching scene.
To facilitate understanding of the embodiment, a detailed description will be given to a matching method of a multiplayer game disclosed in the embodiment of the present invention.
The embodiment provides a matching method of a multiplayer game, which comprises the steps of recording player association information of the game through a server, wherein the player association information comprises an association relationship between a first type of player and a second type of player in the game; wherein, the first type player and the second type player are players with an association relationship.
In this embodiment, the server may record an association relationship in the game, where the first type player and the second type player refer to players having an association relationship, and the association relationship between the first type player and the second type player may be recorded in the player association information of the server. The association relationship may be simply understood as a relationship in which a team game is desired, for example, the association relationship may be: relationship between fans and idol, friend relationship, colleague relationship, relative relationship, neighbor relationship, member relationship of team, etc. The server may record the association relationship between the first type of player and the second type of player in the player association information. Optionally, the player association information includes association information determined in the third party platform according to the game account of the first type player and the game account of the second type player. For example, the association information may be determined in a live broadcast platform, a social platform, and the like according to an identifier such as a mailbox and a mobile phone corresponding to the game account.
Wherein, if the relationship between the fan and the idol is taken as an example, the first type player and the second type player can be a special player (such as a main player or an up main) and a fan player. Based on the above description, referring to the flowchart of a matching method of a multiplayer game shown in fig. 1, the matching method of the multiplayer game includes the following steps:
in step S102, in response to the matching request of the first type player, a target player is determined from the second type player.
Matching may match several objects in a game as teammates or opponents to play the game. If a first type of player wants to make a match, a match request may be sent to the server. The server may select a number of target players from a second class of players having an association with the first class of players in response to a match request from the first class of players. A target player refers to a player who can play a game with a first type of player.
Here, the server may select from the second type players that have sent the matching request or may select from the second type players that have not sent the matching request before determining the target player from the second type players. For example: the server may determine a target player from the second type players who sent the matching request 10 seconds after responding to the matching request of the first type player; alternatively, the server, in response to a matching request from a first-type player, notifies a terminal of a second-type player that the first-type player is performing matching, and specifies a target player from among the second-type players who confirm the notification.
For example, assuming that the association is a friend relationship, Player A has B, C, D three friends. After the matching request is sent by the player a (as the first-class player), the server may select a number of target players (the number of target players may be related to the number of participants in a game or may be manually set by the player a, which is not limited herein) from the players B, C, D having a friend relationship (i.e., an association relationship) with the player a in response to the matching request.
And step S104, placing the virtual character of the first player and the virtual character of the target player in the same game space to play the game.
After the target player is selected, the server may place the virtual character of the first type player and the virtual character of the target player in the same game space (i.e., determine the target player as the matching player corresponding to the matching request), where the game space may be a game team or a game room, and the virtual characters in the same game space may be teammates or opponents during game playing. The server may cause the virtual character in the game space to start the game after determining that the number of persons of the virtual character in the game space satisfies the number of persons playing the game.
For example: if the game is a shooting game, the first type of player is a main player, the target player is audience of the main player, the server can put the virtual character of the main player and the virtual character of the audience into a room (the room is a game space), the game can be started after the number of people in the room meets the number of people required for starting the game, part of the audience is teammates of the main player, and part of the audience is opponents of the main player.
For another example, if the game is a multi-player cooperative barrier-crossing game, the first player is the anchor and the target player is the audience of the anchor, the server may place the virtual character of the anchor and the virtual character of the audience into a team, and members of the team may travel through the barrier in a cooperative manner after starting the game.
According to the matching method of the multiplayer game, the incidence relation between the first type of player and the second type of player in the game is recorded through the server, the target player is determined from the second type of player in response to the matching request of the first type of player, and the virtual characters of the first type of player and the target player are placed in the same game space to play the game. If the first class player and the second class player are the special player and the fan respectively, the method can ensure that the virtual characters of the special player and the fan are in the same game space, the matching success rate of the special player and the fan is increased, in addition, the network speed of the fan player does not influence the result of game matching, and the game experience degree of the fan player and the special player can be improved.
The embodiment provides another multi-player game matching method, which is realized on the basis of the embodiment; the present embodiment focuses on a specific implementation of determining a target player from a second class of players. As shown in fig. 2, another flow chart of a matching method of a multiplayer game is shown, and the matching method of the multiplayer game in the embodiment includes the following steps:
step S202, responding to the matching request of the first class of players, and acquiring a number threshold; wherein the threshold number of people represents a number of virtual characters accommodated by the game space other than the virtual characters of the first type of player.
The population threshold is the number of virtual characters that a game space can accommodate in addition to the virtual characters of the first class of players, for example: one room (i.e., game space) of a large fleeing game may hold 100 people, one virtual character of a first class of players may be removed, and the virtual characters of 99 target players may be held. Thus, the threshold number of people is 99. Another example is: one team (i.e., game space) of a MOBA (Multiplayer Online Battle Arena) game may hold 5 persons, leaving 4 persons in addition to one virtual character of the first type of player, i.e., a number of persons threshold of 4.
And step S204, if the number of the second type of players is less than or equal to the number threshold, taking the second type of players as target players.
If the number of second-type players is less than or equal to the threshold number of people, the server may take all second-type players as target players, and all second-type players may play with the first-type players. For example: assuming that the threshold number of people is 3 and there are only 2 second-class players, then the 2 second-class players can all be played as target players and first-class players.
Generally, a game can only be started when the number of virtual characters accommodated in the game space reaches a threshold number of people. If the number of the second type players is less than the number threshold, some other players without association relation need to be selected to be added into the game space, for example: selecting a third class of players with the target number as target players; the target number is the difference value between the human number threshold value and the number of the second type of players, and the third type of players are players which do not have an association relationship with the first type of players.
The third type of player is a player which has no association relation with the first type of player, and if the number of the players in the second type is 2 and the number of the players in the third type is 4, the number of the targets is 4-2. 2 third class players may be selected as target players. Wherein the 2 third players selected may be the third player who made the matching request.
For example, player a (i.e., the first type of player) wants to play the MOBA game, needs 4 teammates, and player a applies for player B and player C having a friend relationship to pull two players into the team (game space), and at this time, there are 2 empty positions (target number is 2) in the team, and the server can pull player D and player E who are making a matching request into the team.
According to the method provided by the embodiment of the invention, when the number of the second-class players is less than or equal to the number threshold, all the second-class players can be used as target players to play games with the first-class players, and the second-class players with the association relationship are ensured to have good game experience. Meanwhile, the target player can be selected from the third type players which have no association relation with the first type player, so that the game can be started quickly, and the game experience of the players is improved.
In step S206, if the number of the second type players is larger than the number threshold, the second type players with the number threshold number are selected as target players.
If the number of players of the second category is greater than the threshold number of players, the number of players of the second category who want to play with the first category is greater than the number that can be accommodated by the game space, and the target players selected from the players of the second category can be selected in a completely random manner, for example: 5 players can be randomly selected from 10 players of the second category as target players. In addition, the players can be picked according to different matching priorities, and some players can be picked as target players from the second type of players through the steps A1-A2:
step A1, determining the matching priority of the second type player.
Different second-class players may have different matching priorities, with higher priorities giving higher probability of being targeted players. For example: the probability of the second type player with the priority of 1 as the target player may be set to be N (N is the ratio of the number of the target players to the number of the second type players), and the probability of the second type player with the priority of X as the target player may be (1+ X%) × N.
To ensure that all second players have a good gaming experience, as many second players as possible can be played with the first player at different times, at which point the matching priority of second players who have played with the first player can be reduced through steps B1-B2, so that more second players who have not played with the first player play with the first player:
and step B1, determining the target times of the second type of player playing the game with the first type of player in the preset time range.
The preset time range may be 1 day, 3 hours, etc., and the target number of times you played with the first type of player before the second type of player in the preset time range, for example: if player a plays with the first type player 2 hours ago and 5 hours ago, the preset time range is 3 hours, the target number of times is 1.
And step B2, if the target times are larger than the preset times threshold, the matching priority of the second type of player is reduced.
If the target times are larger than the preset times threshold, the times of the second type of player playing games with the first type of player are more in a certain time range, and the server can reduce the matching priority of the second type of player. In addition to the time limit, the number of games may be limited, i.e., if player a played with the first type player in the previous 3 games, the matching priority of player a may be lowered.
According to the method provided by the embodiment of the invention, if the target times of a second-class player playing games with a first-class player in a preset time range are greater than the preset time threshold, the matching priority of the second-class player is reduced, so that the possibility that the second-class player plays games with the first-class player later is reduced, the possibility that other second-class players play games with the first-class player later is improved, and the game experience of other second-class players is improved.
In addition, players of the second category may increase their matching priority by paying virtual resources, such as: and if the second type of player pays out the virtual resources during matching, improving the amplitude corresponding to the matching priority virtual resources of the second type of player.
The server can open an interface for paying out the virtual resources before the target player is selected, and if the second type of player pays out the virtual resources, the amplitude corresponding to the matching priority virtual resources of the second type of player can be increased. For example: matching priority can be raised by 1 level per 100 coins (a virtual resource).
In addition, if the number of the second-class players who want to pay out the virtual resources is too large, the server may temporarily close the interface, and open a new interface after the request of the second-class player who has paid out the virtual resources is processed. According to the method provided by the embodiment of the invention, the second type of player can improve the matching priority by paying out virtual resources, so that the experience degree of the second type of player is improved.
Step A2, selecting a second type of players as target players based on the matching priorities.
After the matching priority of each second-class player is determined, the server can select the second-class players as target players according to the sequence from high to low of the matching priority, so that the second-class players are ensured to participate in the game process with the first-class players as much as possible, and the game experience of the second-class players is improved.
Step S208, the virtual character of the first type player and the virtual character of the target player are placed in the same game space to play the game.
The server may place the virtual character of the first type player and the virtual character of the target player in the same game space, and the server may start a game through step C1-step C2 when the number of virtual characters in the game space reaches a number at which the game can be started:
step C1, the virtual character of the first type player and the virtual character of the target player are placed in the same game space.
After determining the target player from the second type of player, the server may obtain the virtual character of the first type of player and the virtual character of the target player and place the virtual character of the first type of player and the virtual character of the target player in the same game space. For example: the virtual character of the first type player and the virtual character of the target player are placed in the same team or the same room.
Step C2, if the virtual character in the game space reaches the preset second people number threshold, a game is created for the virtual character in the game space.
The second number of people threshold may be understood as a minimum number of people for virtual characters to start or participate in a one-play game, and the server may create a one-play game for virtual characters in the game space when the total number of virtual characters in the game space reaches the second number of people threshold. The second threshold number of people may generally be the sum of the number of people threshold mentioned above and the number of players of the first type.
First, the second number of persons threshold is not necessarily the minimum number of persons of the virtual character participating in one game, and may be the minimum number of persons of the virtual character starting one game. For example, a MOBA game may require 2 teams of 10 people each to begin play. If the game space is a team, the second number of players is the minimum number of players (5) of virtual characters of the team participating in the game; if the game space is a room that can have 2 teams, the second number of players is the minimum number of virtual characters (10) that the room starts a game.
According to the method provided by the embodiment of the invention, when the virtual character in the game space reaches the preset second number threshold, the server can create a game. The server can ensure that all the virtual characters in the game space are added into the game, and the game can run normally, so that a player can obtain good game experience.
The embodiment provides another multi-player game matching method, which is realized on the basis of the embodiment; this embodiment focuses on a specific implementation in which the server records player-related information. As shown in fig. 3, another flow chart of a matching method of a multiplayer game is shown, and the matching method of the multiplayer game in the embodiment includes the following steps:
step S302, recording the incidence relation between the first type player and the second type player.
Before the first-type player and the second-type player are subjected to game matching, the server can record the association relationship between the first-type player and the second-type player and record various association relationships as player association information. The association may be determined in several ways:
(1) receiving keywords sent by a first player, and searching a second player with the virtual character name containing the keywords; the first player and the second player are recorded as a first type player and a second type player having an association relationship.
The first way is to determine the association relationship by whether the player's name contains a specified keyword, for example: the first player is the anchor, the anchor can specify the keywords contained in the nickname of the own fan, the keywords are assumed to be 'vegetable dog seeds', then the server can search all players with virtual character names containing the keywords 'vegetable dog seeds' through word frequency and keyword analysis technology to serve as second players, the server can consider the second players to be the fan of the first player, and record the first players and the second players as first players and second players with an association relationship (fan and anchor relationship).
(2) Acquiring identifications carried by virtual characters of a third player and a fourth player; if there is an association between the identifications, the third player and the fourth player are recorded as a first type player and a second type player having an association.
The second way can determine the association relationship through the identifier carried by the virtual role. The mark can be a fan label or a concern mark. For example: assuming that the third player is an anchor, and the identifier carried by the virtual character of the third player is an anchor identifier; the fourth player can pay attention to the anchor or apply for a fan card of the anchor when watching the live broadcast of the anchor, the server can use the fan card or the attention mark as a mark carried by a virtual character of the fourth player (the mark represents that the fourth player is a fan of the third player), and at the moment, the server can record the third player and the fourth player as a first player and a second player with an association relationship according to the mark carried by the virtual character.
(3) Acquiring an address of a fifth player for downloading a game or a game code sent by the fifth player; if the address or game code is provided by the sixth player, the fifth player and the sixth player are recorded as the first type player and the second type player having an association relationship.
A third way may be game coding or download address determination, such as: the fifth player is a main player, and the main player hangs up a two-dimensional code containing the address of the downloaded game or the game code of the main player when the main player is in live broadcasting. The fan (sixth player) of the anchor can download the game from the address provided by the anchor by scanning the two-dimensional code, or input the game code provided by the anchor when playing the game. The server may record the fifth player and the sixth player as the first player and the second player having an association relationship according to the above-described case.
In addition, in some of the above examples, if the player wants to apply for the anchor, the player may submit an application to the server, and the staff may perform an audit and give the anchor identifier to the virtual object of the character. The staff may also invite some players actively as anchor.
In addition to the above examples, the first type of player and the second type of player may actively apply for an association, such as: the master gives the vermicelli cards of the master, or the vermicelli actively applies for the vermicelli cards of the master, and the like. The method provided by the embodiment of the invention can accurately and quickly record the incidence relation between the first type player and the second type player in a plurality of ways.
In step S304, a target player is determined from the second type of player in response to the matching request of the first type of player.
The content of step S304 is similar to the content described in step S102 and steps S202 to S206, and is not described herein again. In addition, after the first player type issues a match request, the server may prompt the second player type that the first player type is matching the game, bring the second player type online as soon as possible or make a match request, for example: and sending prompt information for indicating that the first type player is matching to the terminal of the second type player.
If the server needs to bring the second type of player online or make a matching request when selecting the target player, the server may send a prompt indicating that the first type of player is performing matching to a terminal of the second type of player (the terminal may be a mobile phone, a tablet computer, a computer, or other device capable of performing a game). The second type of player can come online or make a matching request as soon as he sees the hint information, so that the server can determine the target player as soon as possible.
Step S306, the virtual character of the first player and the virtual character of the target player are placed in the same game space to play the game.
The content of step S306 is similar to the content described in step S104 and step S208, and is not described herein again. In addition, game matching can be performed between players in the second category, such as: in response to a match request by a second type of player, a second type of player associated with the same first type of player is placed in the same game space.
For example, a first type of player does not make a match request, or a first type of player plays a game with other players, and a second type of player can play a game with other second type of players while waiting for the first type of player. If multiple second-type players all make matching requests which can be matched with other second-type players, the server can respond to the matching requests and place the second-type players related to the same first-type player in the same game space for playing. The method provided by the embodiment of the invention can match the second type of players, thereby improving the game experience of the second type of players.
It should be noted that the above method embodiments are all described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments may be referred to each other.
Corresponding to the method embodiment, the embodiment of the invention provides a matching device for a multiplayer game, wherein player association information of the game is recorded through a server, and the player association information comprises an association relationship between a first type of player and a second type of player in the game; wherein, the first class player and the second class player are players with incidence relation; fig. 4 is a schematic structural diagram of a matching device for a multiplayer game, the matching device for the multiplayer game comprising:
a target player determination module 41 for determining a target player from the second class of players in response to the matching request of the first class of players;
and the game space game module 42 is used for placing the virtual character of the first player and the virtual character of the target player in the same game space to play the game.
According to the matching device for the multiplayer game, the incidence relation between the first type player and the second type player in the game is recorded through the server, the target player is determined from the second type player in response to the matching request of the first type player, and the virtual characters of the first type player and the target player are placed in the same game space to play the game. If the first class player and the second class player are the special player and the fan respectively, the method can ensure that the virtual characters of the special player and the fan are in the same game space, the matching success rate of the special player and the fan is increased, in addition, the network speed of the fan player does not influence the result of game matching, and the game experience degree of the fan player and the special player can be improved.
The target player determining module is used for acquiring a number threshold; wherein the threshold number of people represents a number of virtual characters held by the game space in addition to the virtual characters of the first class of players; if the number of the second type of players is smaller than or equal to the number threshold, taking the second type of players as target players; and if the number of the second type of players is larger than the number threshold, selecting the second type of players with the number threshold as target players.
The target player determining module is further configured to select a third type of players with a target number as target players; the target number is the difference value between the human number threshold value and the number of the second type of players, and the third type of players are players which do not have an association relationship with the first type of players.
The target player determining module is used for determining the matching priority of the second type of player; and selecting a second type of players with the number of the second type of players as target players from the high to the low matching priority.
The target player determining module is further configured to determine a target number of times that the second type of player plays a game with the first type of player within a preset time range; and if the target times are larger than the preset times threshold, reducing the matching priority of the second type of player.
The target player determination module is further configured to increase a corresponding amplitude of the matching priority virtual resources of the second type of player if the second type of player pays out the virtual resources when matching is performed.
The game space game module is used for placing the virtual character of the first type of player and the virtual character of the target player in the same game space; and if the virtual characters in the game space reach a preset second people number threshold value, creating a game for the virtual characters in the game space.
Referring to the schematic structural diagram of another matching device for a multiplayer game shown in fig. 5, the matching device for a multiplayer game further includes an association relation recording module 43 connected to the target player determination module 41 for recording the association relation between the first type player and the second type player.
The incidence relation recording module is used for receiving the keywords sent by the first player and searching the second player with the virtual character name containing the keywords; the first player and the second player are recorded as a first type player and a second type player having an association relationship.
The incidence relation recording module is used for acquiring the identifications carried by the virtual characters of the third player and the fourth player; if there is an association between the identifications, the third player and the fourth player are recorded as a first type player and a second type player having an association.
The incidence relation recording module is used for acquiring an address of a game downloaded by the fifth player or a game code sent by the fifth player; if the address or game code is provided by the sixth player, the fifth player and the sixth player are recorded as the first type player and the second type player having an association relationship.
Referring to the schematic structural diagram of another matching device for a multiplayer game shown in fig. 6, the matching device for a multiplayer game further includes a prompt information sending module 44, connected to the target player determination module 41 and the game space game module 42, for sending a prompt information indicating that the first type of player is performing matching to the terminal of the second type of player.
Referring to fig. 6, a schematic structural diagram of another matching device for a multiplayer game is shown, the matching device for a multiplayer game further includes a second game space game module 45 connected to the game space game module 42, and configured to place a second type of player associated with the same first type of player in the same game space in response to a matching request of the second type of player.
The embodiment of the invention also provides a server which is used for running the matching method of the multiplayer game; referring to fig. 7, a schematic structural diagram of a server is shown, the server includes a memory 100 and a processor 101, wherein the memory 100 is used for storing one or more computer instructions, and the one or more computer instructions are executed by the processor 101 to implement the matching method of the multiplayer game.
Further, the server shown in fig. 7 further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103 and the memory 100 are connected through the bus 102.
The Memory 100 may include a high-speed Random Access Memory (RAM) and may further include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used. The bus 102 may be an ISA bus, PCI bus, EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 7, but this does not indicate only one bus or one type of bus.
The processor 101 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 101. The Processor 101 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component. The various methods, steps and logic blocks disclosed in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100, and completes the steps of the method of the foregoing embodiment in combination with the hardware thereof.
The embodiment of the present invention further provides a computer-readable storage medium, where the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the matching method for the multiplayer game.
The method, apparatus and computer program product of the server for matching a multiplayer game provided in the embodiments of the present invention include a computer readable storage medium storing program codes, instructions included in the program codes may be used to execute the method in the foregoing method embodiments, and specific implementation may refer to the method embodiments, and will not be described herein again.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the system and/or the apparatus described above may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In addition, in the description of the embodiments of the present invention, unless otherwise explicitly specified or limited, the terms "mounted," "connected," and "connected" are to be construed broadly, e.g., as meaning either a fixed connection, a removable connection, or an integral connection; can be mechanically or electrically connected; they may be connected directly or indirectly through intervening media, or they may be interconnected between two elements. The specific meanings of the above terms in the present invention can be understood in specific cases to those skilled in the art.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, an electronic device, or a network device) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, and are only for convenience of description and simplicity of description, but do not indicate or imply that the device or element being referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus, should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present invention, which are used for illustrating the technical solutions of the present invention and not for limiting the same, and the protection scope of the present invention is not limited thereto, although the present invention is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present invention, and they should be construed as being included therein. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (16)

1. A matching method of a multiplayer game is characterized in that player association information of the game is recorded through a server, and the player association information comprises an association relation between a first type of player and a second type of player in the game; wherein the first type of player and the second type of player are players having an association relationship; the method comprises the following steps:
determining a target player from the second class of players in response to the match request from the first class of players;
and placing the virtual character of the first type player and the virtual character of the target player in the same game space to play the game.
2. The method of claim 1, wherein the step of identifying a target player from the second class of players comprises:
acquiring a threshold of the number of people; wherein the threshold number of people characterizes a number of virtual characters held by the game space in addition to virtual characters of the first class of players;
if the number of the second type of player is smaller than or equal to the number threshold, the second type of player is taken as a target player;
and if the number of the second type of players is larger than the number threshold, selecting the second type of players with the number threshold as the target players.
3. The method of claim 2, wherein after the step of targeting the second type of player as the target player if the number of second type of players is less than or equal to the threshold number of people, the method further comprises:
selecting a third class of players with a target number as the target players; the target number is the difference value between the number threshold and the number of the second type of players, and the third type of players are players which do not have an association relationship with the first type of players.
4. The method of claim 2, wherein the step of selecting the threshold number of players of the second category as the target player comprises:
determining a matching priority for the second type of player;
and selecting the second type of players as the target players according to the matching priority from high to low.
5. The method of claim 4, further comprising:
determining the target times of the second type of player playing games with the first type of player within a preset time range;
and if the target times are larger than a preset time threshold, reducing the matching priority of the second type of player.
6. The method of claim 4, further comprising:
and if the second type of player pays out virtual resources during the matching, improving the matching priority of the second type of player and the amplitude corresponding to the virtual resources.
7. The method of claim 1, wherein the step of placing the virtual character of the first type player and the virtual character of the target player in the same game space for playing comprises:
placing the virtual character of the first type player and the virtual character of the target player in the same game space;
and if the virtual characters in the game space reach a preset second number threshold, creating a game for the virtual characters in the game space.
8. The method of claim 1, wherein the step of responding to the request for a match by the first class of player is preceded by the method further comprising:
and recording the association relationship between the first type of player and the second type of player.
9. The method of claim 8, wherein the step of recording the association between the first type of player and the second type of player comprises:
receiving keywords sent by a first player, and searching a second player with the virtual character name containing the keywords;
recording the first player and the second player as the first player and the second player having an association relationship.
10. The method of claim 8, wherein the step of recording the association between the first type of player and the second type of player comprises:
acquiring identifications carried by virtual characters of a third player and a fourth player;
if the identifications have an association relationship, recording the third player and the fourth player as the first player and the second player having an association relationship.
11. The method of claim 8, wherein the step of recording the association between the first type of player and the second type of player comprises:
acquiring an address of a fifth player downloading the game or a game code sent by the fifth player;
recording the fifth player and the sixth player as the first player and the second player having an association relationship if the address or the game code is provided by the sixth player.
12. The method of claim 1, wherein after the step of responding to the match request by the first class of player, the method further comprises:
and sending prompt information for representing that the first type player is performing matching to the terminal of the second type player.
13. The method of claim 1, further comprising:
in response to a match request by the second type of player, placing the second type of player associated with the same first type of player in the same game space.
14. A matching device for a multiplayer game is characterized in that player association information of the game is recorded through a server, and the player association information comprises an association relation between a first type of player and a second type of player in the game; wherein the first type of player and the second type of player are players having an association relationship; the device comprises:
a target player determination module for determining a target player from the second class of players in response to the match request from the first class of players;
and the game space game module is used for placing the virtual character of the first type of player and the virtual character of the target player in the same game space to play a game.
15. A server, comprising a processor and a memory, said memory storing computer-executable instructions executable by said processor, said processor executing said computer-executable instructions to perform the steps of the method of matching for a multiplayer game of any one of claims 1-13.
16. A computer-readable storage medium storing computer-executable instructions which, when invoked and executed by a processor, cause the processor to carry out the steps of the method of matching for a multiplayer game according to any one of claims 1 to 13.
CN202010815727.0A 2020-08-13 2020-08-13 Multi-player game matching method and device and server Pending CN111888770A (en)

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